(floorbreaks, JF inputs) |
m (āāOther) |
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Line 1,473: | Line 1,473: | ||
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{{MoveData | {{MoveData | ||
|id=Paul-(Back to | |id=Paul-(Back to wall).b,b,ub | ||
|name=Wall Jumping Attack | |name=Wall Jumping Attack | ||
|input=(Back to | |input=(Back to wall).b,b,ub | ||
|damage=21 | |damage=21 | ||
|target=m | |target=m |
Revision as of 13:40, 28 April 2023
Paul (Tekken 7) |
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Rage
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
n
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Piston Fire
3,2
m,h
14,17
- Combo from 1st hit
- Input can be delayed
- Combo can be delayed 6f from hit
f
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Quick PK Smash
f+2,3,1
h,h,m
10,16,22
-12
+12a (+3)
+19
i12
i
r33
- Combo from 2nd CH
- Input can be delayed
- Combo can be delayed 15f from CH
df
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
df+1,1
m,h
13,9
-5
+5
+8
i14
r23
- Combo from 1st hit
- Input can be delayed
- Combo can be delayed 5f from hit
Phoenix Wings
df+3,4
m,m
14,17
-10
+6
+50 (+6)
i16
r30
- Combo from 1st hit
- Combo can be delayed 3f from hit
d
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Hammer Punch to Power Punch
d+1,2
m,m
16,26
-17
+9a (0)
+41a (-6)
i14
r36
Combo from 1st CH
Hammer Punch to Power Punch (Hold)
d+1,2*
m,m
16,39
+14g
+9a (0)
+41a (-6)
i14
Wall crush on block +16g
Demolition Man
d+4,2,1+2
l,m,m
9,23,22
-17
+3a (-6)
+35a (-12)
i15
r
Combo from 2nd hit
Demolition Man (Just frame)
d+4,2:1+2
l,m,m
9,23,30
-17
+3a (-6)
+35a (-12)
i15
Combo from 1st hit
db
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
b
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Double Axe Swing
b+1,2
h,h
12,21
-5
+8
i12
r34
- Combo from 1st hit
- Input can be delayed
- Combo can be delayed 12f from hit
u
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Motion input
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Triple Kick Combo
f,F+3,4,f+4
m,m,m
17,15,18
-14
+12a (+3)
i15
js
r31
Alternate input ,df+4
Double Hop Kick Low
f,F+3,4,d+4
m,m,l
17,15,15
-17
-6
i15
- js
- cs
r35
- Alternate input db+4
Rapid Fire to Phoenix Smasher
qcb+3,2,1
l,m,h
14,20,25
-10
+26a
i18
r39
- Combo from 2nd hit
- Input can be delayed
- Combo can be delayed 16f from hit
Rapid Fire to Lightning Breaker
qcb+3,2,3
l,m,m
14,20,22
- Combo from 2nd hit
- Input can be delayed
- Combo can be delayed 12f from hit
Crouch
Shioh
ws3,2
m,h
16,21
- Combo from 1st hit
- Input can be delayed
- Combo can be delayed 9f from hit
Incomplete Somersault (Rising)
D,n,u+3+4
m,m
40
-48
-2a (-12)
i16
js10~
r FDFA
Self-harm damage 10
SS
Other
Throws
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Piggyback Throw
Back throw 2+4
t
50
+3d
- Enable side quick roll after throw
- Alternative input: any 2 or 1+2 break
Chest Crusher
2+4,B
t
35
-2
+1d
i12
i12
r
- Throw break 2
- Side switch on hit
- Wall hit 4 damage
Push Away
f,F+1+2
t
38
+0
+38d
i12
- Throw break 1+2
- Wall splat
- Wall hit does +4 damage
- On break:
- side switch
- position switch
- recovers in BT
- wall hit 10 self damage
Ultimate Tackle
db+1+2
t
5
-5
+3d
i26
t59 r33 (Tackle)
- Throw break 2
- On break recovers in BT
- Reverse tackle 1+2 2f before takedown
- Alternate input FC.1+2
Attack Reversal
b+1+3
25 + 50% of enemy attack
ps3~8
t35 r
- Alternate input b+2+4
- Reversal for high/mid attacks (not for elbow, knee, shoulder, head and weapon)
- Chickenable during 10f, deals 15 damage
Tackle
Ultimate Punch
(Tackle).2,1,2,1
5,5,5,15
+0
+0d
- Alternate input:
- any combination of 1 and 2 up to four hits
- Throw break
- 1st and 4th hits can be broken
- 1 to defend left side (against right punch)
- 2 to defend right side (against left punch)
- inputs are reversed for tackle from behind
Arm Breaker
(Tackle).1+2
25
+9
+3d
- Throw break 1+2,2,2,2
- Alternate input (Ultimate Punch 3rd).1+2
- Paul shift to down when throw break
Arm Breaker Reversal to Arm Breaker
(against Arm Breaker).1+2,2,2,2,2,2
10
+3d
Tight input